

Ac's Are Comparatively To Easy To Use
#1
Posted 09 January 2014 - 09:19 AM
#2
Posted 09 January 2014 - 09:27 AM
#3
Posted 09 January 2014 - 10:15 AM
SaJeel, on 09 January 2014 - 09:19 AM, said:
So how do you make basically a rifle difficult to use? I mean it only took a week on a rifle range to learn how to fire an M-16 with Iron sights and get my marksman badge. A ballistic weapon is just point and shoot. you cannot make it harder than that unless you want to add something like using a mirror over your shoulder to shoot a cigar out of the Atlas's mouth!
#4
Posted 09 January 2014 - 10:18 AM
Not all builds are AC-40 Jagers.
#5
Posted 09 January 2014 - 01:13 PM
But please, keep bitching and moaning and whining for more nerfs..... or maybe just go play Hello Kitty: Island Adventure.
#6
Posted 09 January 2014 - 01:27 PM
OneEyed Jack, on 09 January 2014 - 01:13 PM, said:
But please, keep bitching and moaning and whining for more nerfs..... or maybe just go play Hello Kitty: Island Adventure.
"It has electrolytes!"
#7
Posted 09 January 2014 - 01:27 PM
So yeah, there's no real point to be made about what is easier, its different.
#8
Posted 09 January 2014 - 01:32 PM
#9
Posted 10 January 2014 - 05:41 AM
OneEyed Jack, on 09 January 2014 - 01:13 PM, said:
But please, keep bitching and moaning and whining for more nerfs..... or maybe just go play Hello Kitty: Island Adventure.

#10
Posted 10 January 2014 - 05:48 AM
#11
Posted 10 January 2014 - 05:52 AM
I dunno if this is relevant, but yeah. AC/240. Niiiice, matchmaker.
#12
Posted 10 January 2014 - 06:02 AM
Syldria, on 10 January 2014 - 05:52 AM, said:
I dunno if this is relevant, but yeah. AC/240. Niiiice, matchmaker.
IF they were a FedCom drop, that is a good set up. True Davion's prefer AC 5s and 10s but the Lyran influence is on the rise in this time period. Would you complain of a unit that dropped in all Marauders? Even IF there are several Companies that are comprised of just that Mech.
There is one Merc Command that is dead now, but they were a Battalion of almost all Marauder IIs! This is not a bad thing, it is more like confirming how a Military WOULD deploy Mechs.
#13
Posted 10 January 2014 - 06:09 AM
#14
Posted 10 January 2014 - 06:11 AM
#15
Posted 10 January 2014 - 06:14 AM
Ghost Badger, on 10 January 2014 - 06:11 AM, said:
I don't wanna do that here either. I want my wins to be quick, decisive & with a few casualties on my team as possible.
#16
Posted 10 January 2014 - 06:17 AM
#17
Posted 10 January 2014 - 06:27 AM
The real balancing mechanisms between Auto Cannons and Lasers are heat and ammo. One puts out more heat, but requires no ammo. Whereas the other one puts comparatively little heat but has to carry ammo.
Half the problem is our matches are so short that ammo isn't a major issue aside from some joke builds.
If matches were long enough that you really had to think about ammo, maybe AC's wouldn't be so prominently featured as main guns at all times.
#18
Posted 10 January 2014 - 06:40 AM
OneEyed Jack, on 09 January 2014 - 01:13 PM, said:
But please, keep bitching and moaning and whining for more nerfs..... or maybe just go play Hello Kitty: Island Adventure.
AC's are not greatly over powered singly, but it's the fact that you can pack 2 or 3 on a mech, often in a single hard point that makes them feel highly effective. This is due to the high rate of fire, long range, direct fire, no-lock needed, and point damage. They're just useful in more situations than all the other weapons. And that's okay for the tonnage and risk.
I still think all they need to do to balance AC's against other weapons is actually give the ammo a good chance to explode when it'*****... like 50%(instead of the current 10% or less). You can pretty easily protect 2 to 4 tons through judicious placement on your mech. But multiple AC's need a lot more tons of ammo, and those builds should be more dangerous to carry than they currently are in game.
If anything certain AC's (the 10 and 5) are probably a little under powered for their tonnage and slots compared to the other ACs. However, they're still fine choices when matched against the effectiveness of other weapons.
#19
Posted 10 January 2014 - 06:45 AM
Nicholas Carlyle, on 10 January 2014 - 06:27 AM, said:
The real balancing mechanisms between Auto Cannons and Lasers are heat and ammo. One puts out more heat, but requires no ammo. Whereas the other one puts comparatively little heat but has to carry ammo.
Half the problem is our matches are so short that ammo isn't a major issue aside from some joke builds.
If matches were long enough that you really had to think about ammo, maybe AC's wouldn't be so prominently featured as main guns at all times.
Yeah but then all players would switch over to energy builds and maybe even demand that heat get reduced so they can fire them at the same speed as A/C.
#20
Posted 10 January 2014 - 07:07 AM
Fabe, on 10 January 2014 - 06:45 AM, said:
I'm going to ignore the second part, because that would be dumb.
But to the first part.
You can't switch to all energy builds anymore, due to ghost heat.
Well let me rephrase, it's not as simple as it used to be.
What might happen is we might start seeing more varied loadouts.
If PGI would just freaking fix SRM's you might see more mechs with an AC5, a PPC and 2 or 3 SRM6's bracketed by some MLasers.
You can do a 15 point long range hit to soften up the mech, then get in close with the SRM's and MLas to finish them off.
And if you run out of ammo, you are still in play with the PPC and Medium Lasers.
This game is so fubar though, that probably won't happen.
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